Medium or Small Humanoid (Half-Elf), Lawful Good
AC 17 Half-Plate    Initiative +4 (14)
HP 285 (10d8 + 30)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 19 +4 +6
CON 17 +3 +3
Mod Save
INT 13 +1 +1
WIS 9 −1 −1
CHA 18 +4 +6
Skills Athletics +6, Intimidation +8, Perception +4
Immunities Charmed
Senses Passive Perception 14
Languages Common
CR 4 (XP 1,100; PB +2)
Traits

Brave. Azurite has an advantage on saving throws against being frightened.

 

Actions

Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.

Dagger. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (1d4 + 4) Slashing damage.

Stinging Blade. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.

Superority Dice * 4/ Short Rest

Bonus Actions

Maneuvers: Commander's Strike.

When you take the Attack action on your turn, you can forgo of your attacks and use a bonus action to direct an ally that you can see or hear you to strike using its reaction, adding the superiority dice to its damage roll.

 

Reactions

Maneuvers: Parry.

When another creature damages you with an attack, you can use your reaction and expand your superiority die to reduce the damage you by the number you roll on your superiority dice +4.

Legendary Actions

Spellcasting. Azurite casts one the Following spells, using Charisma as the spellcasting ability (spell save DC 13, +4 to hit with spell attacks)

2/Day: Magic Missile

1/Day:

Habitat: Any

M1r10

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